August and Beyond Previews

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Previews for August and Beyond

Looks like Acererack makes a violent appearance in Revenge of the Giants.

Here's the sweet stuff of the article, IMO, on DMG2.

Let’s start with the juicy rules bits you can drop in your game right away—like the eight pages of new traps in Chapter 2. You also get solid guidelines for creating your own traps, covering everything from getting the numbers right to making sure your trap threatens the characters—not the fun of your game.


Chapter 2 also includes new types of fantastic terrain you can add to your encounters, as well as introducing the concept of "terrain powers"—attack powers built in to an encounter’s environment.


Chapter 4 is about tweaking and adjusting monsters. It rounds out the rules presented in the first 4th Edition Dungeon Master’s Guide with additional rules for making minions and refined guidelines for elite and solo monsters. It presents new templates, including class templates for the classes in Player’s Handbook 2, and introduces monster themes—a great way to tweak the flavor and powers of a monster to make it fit whatever kind of adventure you want to run.


You’ll find new artifacts in Chapter 5, including old favorites such as the Rod of Seven Parts and the Cup and Talisman of Al’Akbar (both of which appeared in the original Dungeon Master’s Guide back in 1979) as well as all-new artifacts designed to appeal to pairs or whole groups of characters.


Chapter 5 also sets out a new system of rewards you can use instead of (or as a supplement to) magic items. Divine boons represent gifts from the gods or their agents, legendary boons express the accomplishment of great deeds of power, and grandmaster training reflects what happens when a player character learns from a legendary master.


Near the end of Chapter 1, you’ll find rules for companion characters—a great way to round out a mall party or bring an important NPC along for the ride with your player characters. That chapter also includes handy rules for altering a character on the fly so he or she can fit in with a party of characters of much higher or lower level.


I'm very interested in the new rewards system. That sounds fairly cool, and easy to repackage.
 

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I notice no mention of Chapter 3... omission by accident or is there something up wotc's sleeves they don't want to reveal yet...

If they seek a system that removes magic weapons and gives an alternative, it would play nicely with a Dark Sun world where Flaming Axes aren't necessarily sitting around everywhere. I think next year's setting wont be DS, but it'll be nice if this is an option for those wanting to play in that sort of world. Heck, perhaps they'll even be a playtest for specific rules included in the eventual-DSCG.
 

I notice no mention of Chapter 3... omission by accident or is there something up wotc's sleeves they don't want to reveal yet...
Sly Flourish recently had an interview with Robin Laws. This question came up:

Mike: How can DMs bring more roleplaying and cooperative storytelling into a battle-tactics-rich 4e D&D game?
Robin: I hate to end with a cop-out answer. But on the other hand, I love to end on a plug. So if you pick up the DMG2 when it comes out in a few months, you’ll find a lengthy chapter by yours truly that answers this question in meaty detail. It presents an array of cutting-edge narrative and collaborative techniques to hipsterize your D&D campaign. So rather than repeat myself here (or run afoul of my non- disclosure agreement) I’ll direct everyone’s attention to that impending release.


My bet: Chapter 3 is written by Laws.
 

I notice no mention of Chapter 3... omission by accident or is there something up wotc's sleeves they don't want to reveal yet...

If they seek a system that removes magic weapons and gives an alternative, it would play nicely with a Dark Sun world where Flaming Axes aren't necessarily sitting around everywhere. I think next year's setting wont be DS, but it'll be nice if this is an option for those wanting to play in that sort of world. Heck, perhaps they'll even be a playtest for specific rules included in the eventual-DSCG.

I've never seen Dark Sun as any different when it comes to scarcity of magic items. Perhaps there were some official guidelines in the original books . . . but there's never been Flaming Axes sitting around everywhere in any campaign setting I've ever played or run, WotC or otherwise.

Well, except for the GLBT dwarven mercenary company . . . they're all over the place, especially when there's free dwarven ale . . .
 

offical treasure tables, Type A treasure, normally 30% chance, Dark SUn 20% chance of magic item, also, metla is meant ot be scarce so, more gems and gem based treasure IMHO :)

my Dark Sun games I ran it that magic items were RARE, you had to really work for 'em.
Templars and noble houses had 'em, everyone else, tough luck! ;)

But with 3rd 4th ed being balanced on assumption of "X" magic items I've had ot give items out to keep balance ok.
at 7th level in 2nd ed days they had a steel bastard sword, a +1 magic dagger and couple of minor items, iirc.

Be nice ot have some other method than just ot let 'em have magic items for 4th ed :)
 

I am guessing an official get rid of enhancement bonus system (not that it is needed but it will help with the CB). I am hoping divine boons and grandmaster training replace daily item uses.
 

If DMG2 follows DMG1, which is likely, then it will be organized along similar lines.
Chapters
1: HOW TO BE A DM
2: RUNNING THE GAME
3: COMBAT ENCOUNTERS
4: BUILDING ENCOUNTERS
5: NONCOMBAT ENCOUNTERS
6: ADVENTURES
7: REWARDS
8: CAMPAIGNS
9: THE WORLD
10: THE DM’S TOOLBOX
11: FALLCREST

So Ch. 3 would be combat encounters. Mr. Laws chapter might be 2. And of course Fallcrest will be replaced by Sigil.

Bel
 


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